haiku/docs/user/interface/_layout_intro.dox
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/*
* Copyright 2010 Haiku, Inc. All rights reserved.
* Distributed under the terms of the MIT License.
*
* Authors:
* Alex Wilson, yourpalal2@gmail.com
*/
/*!
\page layout_intro Introducing the Layout API.
Haiku's Layout API is centered around the BLayoutItem and BLayout classes.
The BLayoutItem class represents thing that can be managed by a BLayout,
which is itself a BLayoutItem. Before we go any further, it is a good idea
to familiarize yourself with the different BLayout classes available in
Haiku:
\li BGroupLayout
\li BGridLayout
\li BCardLayout
\li BSplitView
You'll notice that BSplitView is not actually a BLayout, but a BView. The
BSplitView class uses a custom BLayout behind the scenes, but because it
must also be able to draw, a BView is required. Other BLayout objects have
BView objects that can be used for convenience.
\li BGroupLayout : BGroupView
\li BGridLayout : BGridView
\li BCardLayout : BTabView (also provides on-screen tabs)
Although it is not necessary to use these classes to make use of the
corresponding layouts, it does make things easier.
Once you have an understanding of what each BLayout does, you can start
designing an interface with them. Let's consider a very simple window,
with a single item in the center. For this, any of the layouts mentioned
above would work, but we'll use a BGroupLayout, because it suits this
purpose the best.
So, let's review the BGroupLayout constructor:
\code
BGroupLayout(enum orientation orientation, float spacing = B_USE_DEFAULT_SPACING)
\endcode
Because we only have one item in this layout, \c orientation and \c spacing
become irrelevant. Let's choose B_VERTICAL for \c orientation, and leave
\c spacing at its default.
\code
BGroupLayout* group = new BGroupLayout(B_VERTICAL);
BWindow* window = MakeWindow();
window->SetLayout(group);
\endcode
Before we can add anything to our layout, we must attach it to something,
and here we've used the BWindow::SetLayout() method to accomplish that.
By doing this, \c window takes ownership of \c group, so there is no need
to manually <tt> delete group </tt> when we're done with it.
Now that we've got our BGroupLayout in place, we can start adding things
to it, let's add a BStringView.
\code
group->AddView(MakeStringView("Haiku rocks!"));
\endcode
That does it! Now we've got a BWindow with a horizontal BGroupLayout holding
a single BView. However, if we want to ensure that our BStringView is always
centered in the window, we should give it an explicit BAlignment. So the
last line becomes:
\code
BLayoutItem* stringView = group->AddView(MakeStringView("Haiku rocks!"));
stringView->SetExplicitAlignment(BAlignment(B_ALIGN_HORIZONTAL_CENTER,
B_ALIGN_VERTICAL_CENTER);
\endcode
Now our BStringView will always be right in the middle of the space
allotted to it, which at the moment is the whole of \c window.
Now let's take things one step further, and add a BMenuBar into the mix.
\code
group->AddView(0, MakeMenuBar());
group->SetInsets(0, 0, 0, 0);
\endcode
Because we want our BMenuBar to appear at the very top of the window, we
have to insert it at index \c 0, above the BStringView we added earlier.
We also use BTwoDimensionalLayout::SetInsets() to make sure that our
BMenuBar is flush to the edges of \c window. We also want a bit of
space between our BMenuBar and our BStringView, but \c group's spacing has
already been set by the BGroupLayout constructor, so we don't need to do
that.
Now that we've put our BGroupLayout to good use, we can rest easy, assured
that GUI will always look nice, no matter what font is used, or how big or
little \c window is stretched. Of course, very few interfaces are as simple
as this one.
Luckily, the layout classes can deal with complex layouts. Suppose, for
example, that we wanted to add a grid of BButtons under our BStringView.
We could use a BGridLayout for this. Let's review the BGridLayout
constructor:
\code
BGridLayout(float horizontal = B_USE_DEFAULT_SPACING,
float vertical = B_USE_DEFAULT_SPACING);
\endcode
Because we want a bit of breathing room between our buttons, we'll leave
vertical and horizontal spacing as is.
\code
BGridLayout* grid = new BGridLayout();
group->AddItem(grid);
\endcode
You'll notice that we've added \c grid directly to \c group. This means that
any BView objects we add to \c grid will become children of \c window, but
will be positioned by \c grid.
\code
grid->AddView(MakeSmallButton(), 0, 0);
grid->AddView(MakeSmallButton(), 1, 0);
grid->AddView(MakeBigButton(), 0, 1, 2, 1);
grid->AddView(MakeSmallButton(), 1, 2);
\endcode
Now we've got a nice grid of BButton objects, let's go over it quickly:
\li \c grid has two columns and three rows.
\li The cells (0, 0), (1, 0), and (1, 2) hold small buttons
\li The cells (0, 1) and (1, 1) hold a single button that spans both
cells.
\li The cell (0, 2) is empty.
How easy was that? Very easy!
One of the features you'll find incredibly handy in the layout API is the
builders in LayoutBuilder.h. Here's how our whole layout would look if it
were done with these builders:
\code
BLayoutBuilder::Group<>(window, B_VERTICAL)
.SetInsets(0, 0, 0, 0)
.Add(MakeMenuBar())
.Add(MakeStringView("Haiku rocks!"))
.AddGrid()
.Add(MakeSmallButton(), 0, 0)
.Add(MakeSmallButton(), 1, 0)
.Add(MakeBigButton(), 0, 1, 2, 1)
.Add(MakeSmallButton(), 1, 2);
\endcode
This is only one way that you could build this layout, but it is probably
the most succinct. Functionally, this is equivalent to all the previous
code in this introduction.
*/